I guess if it's a known thing that there's nothing to be done. I was surprised to see it after having an embarrassing number of hours in the game.
I removed one of the belts, then put it back, and the behavior righted itself... for about 10 seconds. Then it went back to what is shown in the gif ...
Search found 7 matches
- Sat Jul 18, 2026 1:30 am
- Forum: Duplicates
- Topic: [2.1.11] Inconsistent behavior when side-loading belts
- Replies: 6
- Views: 620
- Fri Jul 17, 2026 10:18 pm
- Forum: Duplicates
- Topic: [2.1.11] Inconsistent behavior when side-loading belts
- Replies: 6
- Views: 620
[2.1.11] Inconsistent behavior when side-loading belts
The contents of a belt side-loading onto another are taking priority when the "main" belt's previous segment is a curve.
The following gif shows two different behaviors with side-loading priority:
factorio_side_belt.gif
I would have expected both to work like the right instance, where side ...
The following gif shows two different behaviors with side-loading priority:
factorio_side_belt.gif
I would have expected both to work like the right instance, where side ...
- Wed Jun 24, 2026 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Allow changing "Import from" setting on circuit-controlled platform requests
- Replies: 0
- Views: 156
Allow changing "Import from" setting on circuit-controlled platform requests
I am loving that we can set requests on platforms using the circuit network in 2.1 now. Really helpful for biter eggs on Promethium platforms. However, I have another ship that both transports eggs to gleba and provides useful buildings to other ships in orbit. As a result, pretty much all eggs that ...
- Tue Nov 12, 2024 2:55 pm
- Forum: Balancing
- Topic: [DLC] Сargo landing pad
- Replies: 22
- Views: 9828
Re: [DLC] Сargo landing pad
Unfortunately it does make sense to not allow multiple pads on the same surface, but it's causing a bit of a drag for me in terms of spreading out my base. Normally I would build wide and have trains running around doing everything, but I've found that it's really annoying to have to rely on this ...
- Mon Nov 11, 2024 9:54 pm
- Forum: Balancing
- Topic: [2.0.12 SA] Quality on biter eggs feels very discouraging
- Replies: 5
- Views: 21602
Re: [2.0.12 SA] Quality on biter eggs feels very discouraging
Brute force recycling with 6 spawners has been giving me a couple legendary eggs per hour. I was getting a slightly higher rate by also keeping epic ones and turning them into epic prod 3 modules then recycling those, but the supply chain was annoying and it wasn't a substantial gain.
I wonder ...
I wonder ...
- Mon Nov 11, 2024 5:09 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.11] Rocket silo: Add Payload Assembly Building
- Replies: 4
- Views: 2210
Re: [2.0.11] Rocket silo: Add Payload Assembly Building
Interesting idea. I am seeing a few logical challenges with this, though.
Can a single PAB connect to multiple rocket silos?
Can multiple PABs be built for the same platform? If so, does each one request the same amount of everything from the logistics network? If there is a 1:1 ratio of PABs to ...
Can a single PAB connect to multiple rocket silos?
Can multiple PABs be built for the same platform? If so, does each one request the same amount of everything from the logistics network? If there is a 1:1 ratio of PABs to ...
- Sat Jul 13, 2019 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.56] - Headless server crash during autosave
- Replies: 1
- Views: 1277
[0.17.56] - Headless server crash during autosave
This happened twice in a row while my server was paused for autosaving. The save gets created up until a certain point, the game crashes, and the autosave is invalid.